Lemur Lad

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  1. Lemur Lad

    Issue17

    Quote:
    Originally Posted by thgebull0425 View Post
    especially when I think we can all agree that GR will be next.
    I don't agree. We knew CoV was coming as the 'next expansion' several issues before it actually dropped. Pretty much anytime up to the start of closed beta is reasonable to talk about what should be in the next issue.
  2. Seriously Dechs, you don't need to seek out every thread that is remotely relevant to this, post your suspicions AND start another thread on it yourself.
  3. Monster Slayer is the code that eliminates foes if they fall off the map to the bottom of the big cube which makes up your instance. I've often thought if I worked for CoH, I'd try and get that as my redname.

    [ok I'm fibbing I just thought of that, but it would be a cool idea]
  4. Like Aett said, this has been the normal maintenance window for years.
  5. Lemur Lad

    Any guess'

    Because sometimes when I'm in a hurry I just copy the line I want to reply to instead of hitting quote and pruning the post. Since I was replying to the OP and not something midthread on a long thread, I didn't see it as a big deal.
  6. The servers are already back up. Most of the time Maintenance takes much less time than the 2hr window.
  7. Quote:
    Originally Posted by BackAlleyBrawler View Post
    It's already been said, but close to a year and a half after the feature was green-light. I couldn't tell you how exactly much of that period of time went into actual work on power customization. It was more start-stop as the tech was created around it, and we had to work on content for other issues. But, I believe our first working prototype powers were for Fire Blast and according to the revision history, that goes back as far as 5/15/2008.

    There was also time spent on creating and refining tools and scripts to process the monstrous amount of data before we even dug in and started manipulating that data by hand. One of our programmers wrote a python script that parsed through power definitions, collected all of the animation/FX scripts associated with each power, dug in those and found all of the FX scripts and all of the particle scripts, copied everything over to a separate location (where they could be changed without affecting the original FX/Particle scripts), and renamed/relinked all of these things. That script alone made this feature possible. It took me literally about a week to manually prepare a single powerset consisting of 9 powers while the script could crunch through an entire Archetype in a matter of minutes.

    Ultimately, we ended up with 1,200+ customizable powers (counting duplicates across multiple ATs), 2400+ FX scripts, and 6,700+ particle scripts. Every single one of which was at one point edited by hand.

    As a feature, it's got a much longer history than even that. I did a lot of fruitless experimentation around the same time as weapon customization. There's also some code in the FX script for hue shifting that pre-dates Issue 8 (when I started). I don't know all of the reasons why Cryptic didn't want to move forward with it at that time or when exactly they made that decision, but ultimately we ended up taking a very different approach to the whole system.

    [edit]I should have thought about this before, but all the work with the power FX/particle scripts was only one portion of this whole system. There was also design work done in terms of what the experience of customizing powers should be like, what the costs would be, how the interface would work, lots of back end work to store that data on characters, get those customized FX from the server to everyone's client, and of course the whole power customization window interface integrated into the new character creation workflow. Every player power definition was updated to reference these new visual FX scripts, we got new blend modes for the particle system to make using the 'dark' themes more intuitive, work was done to make customized FX work in demorecords, the list goes on and on. All together there were a half dozen people who contributed a serious amount of work into this system and as we approached the launch of I16 many more joined the effort to get it birthed.

    And we've only done primary and secondary powers.
    And to think this is actually more work than we used to list when we were explaining why Power Customization was unlikely. I'm glad to see it finally did happen and the reason it took so long was pretty much what was always stated. Monster task, kudos to all involved.
  8. Lemur Lad

    Any guess'

    Quote:
    And why can't they drop the notes WHEN the patch goes
    Because when they do announce Patch Notes, standard procedure is to do so after the server is successfully launched and running without issues from the patch. It avoids potential post, remove, repost issues most of the time.
  9. Quote:
    Originally Posted by Drugfree Boy View Post
    After everything the children of Paragon City have been through, they sure could use Gamera as their friend
    All 3 of them.
  10. Quote:
    Originally Posted by Suspicious_Pkg View Post
    Why am I thinking of a giant flying turtle spinning through the air with fire shooting out of his leg holes? Gamera!
    Gamera is friend to all children
  11. Quote:
    a peninsula that wouldn't be out of place as a rocket launch site.
    You mean apart from the fact that they have thousands of yards of clearance around real rockets, not dozens, and launching a rocket into orbit this far north of the equator would be much harder, right?



    [yeah, I'm totally behind the idea of Rikti science rockets as opposed to chemical rockets, and I know they would be able to secure an area with Force Fields. I was just fooling.]
  12. Lemur Lad

    The Blue Walls

    Quote:
    Originally Posted by Carnifax View Post
    Yeah. I mean remember the bad old days when there was swarms of Rikti in Founders Falls, loitering around and robbing old ladies. Thank god those days are over! Nice to have them gone out of PI and Creys Folly too...

    When given the choice between randomly scattered ground troops or giant motherships or loads of Heavy Assault Suits, or Hover tanks appearing at will, I'll take the scattered ground troops.
  13. Quote:
    I've noticed that it has been expanding
    Just to address this bit I missed. It hasn't expanded.
  14. Originally that construction and the construction against the War Wall in Steel Canyon were intended to tease the Launch Areas for a Space/Moon zone. The Lost in the revamped Faultline spoke new chatters about the moon as well as probably a few other hints here and there.

    Since then those plans have been back-burnered or abandoned, in favor of other things.

    Here's hoping that construction, the Coming Storm of Ouroboros, and the secrets of the Shivans all get wrapped sometime, since they're all theoretically linked.
  15. Quote:
    Originally Posted by North_Woods View Post
    Why does it all fall on the last mission?
    You have the short version, so here's the long version answer.

    In the beginning, TFs were just a normal story arc with some special rules regarding the invites and team structure. Think of the TF badges as the same as mission badges that you have to do some preliminary missions to get to. The finale is the reward for going through those missions. At the time, they didn't have any way to monitor how long someone was on the full TF how much they did, etc.

    They could and do monitor how much of the final mission a character is present for, and base the reward on that. This may seem unfair to someone in your situation, but overall, the system that doesn't force someone to be present for X% of all the missions ends up being more flexible and fair when we're dealing with real world people and expecting them to sit at the computer for 1-4 hours.

    Since that time, they've improved the technology (as you can see when it comes to the Challenge Settings for Ouroboros arcs and TFs) but it's their habit to not go back and fix something that isn't broken unless there's a compelling reason to do so. If at some point they go back and take a look at the entire system, they may redesign things, but they try to avoid just tweaking bits and pieces, since that tends to break other bits and pieces.
  16. Lemur Lad

    The Blue Walls

    Quote:
    Originally Posted by Thunderspark View Post
    Nice of them to build war walls which don't actually protect Paragon from the Rikti... after all, every time there's an invasion they conveniently turn themselves off. Isn't technology marvellous?
    They don't conveniently turn off, they're turned off by jamming and/or sabotage, and even then it only happens in a few zones at a time, and is always fixed again within minutes. After a few days, the Rikti have to go back to saving up their energy and materials for the next attempt, and life in the city returns to normal.

    I'd consider that a pretty effective defense, compared to the way they used to be able to attack anywhere they chose during the war.
  17. You misunderstand me. Holsten in Bricks is Science, Mark IV in FF is Tech. They both have Sci/Tech DOs, but only the SOs of their own type.
  18. Quote:
    Originally Posted by Ymir View Post
    Or maybe it's written somewhere that you cant have your Veteran Rewards on both your CoX game accounts.
    It is right there in the beginning.

    In short, if the account doesn't have the time, it doesn't get the rewards, regardless of how long any other accounts you may have/had active in the past/present.
  19. Quote:
    Originally Posted by Ghost_Ripper View Post
    I got it to work now, but MY BEJEEZUS they made the MOBS rediculously hard. Fighting even level minions (5) and (1) LT, stomped my crack into the dirt. I just tested myself against outside lvl mobs in PI minions and was able to take on 5 machine minions from Nemisis faction and (2) LT's from the same faction. I was fighting Cims in my mission. I am REGEN, so dmg type and dmg mitigation is the same for both. Why DEVS? Why make AE not even playable for people who want to create fun stuff for their RP toons?


    I give ya'll 2 Thumbs Down in the area of AE!
    It's too late to stop you from freaking out, but you should at least make an effort to solve your problem before doing so in the future.

    Got a problem with the AE mobs you made?
    List their powersets and AI difficulty
    List your powersets and your Reputation settings.

    Give people a chance to explain why you're having a hard time, before you have a fit over the AE.

    You're a regen fighting Cimerorans. That makes the answer to your problem easy. They specialize in high spikes of melee damage. If you don't time things so you're not taking too much at one time, or are knocking them down before they can hit you, or hitting MoG, then you're going to suffer. Nemesis specialize in AoE explosions with DoT damage. That means they hit decently hard, but less damage at one time.
  20. Quote:
    Originally Posted by sydney View Post
    http://wiki.cohtitan.com/wiki/Stores_Inventory

    This link tells of a Tech store in Brickstown and I didn't find one there.

    I told a couple of SG members on teamsdpeak that wiki was incorrect and they confirmed.

    Might want to update that.

    Holsten Armitage is not on the map in Brickstown. I ended up going to to visit Mark IV in Founders
    The Wiki is correct, Holsten Armitage is a Science store that has Dual origins, which cover Tech because Sci/Tech is an option. He is in the Eastern part of the zone, behind the Zig prison.
  21. Quote:
    Fastest resub and cancelation in MMO history.
    And to think it never had to happen if you'd actually read about the feature.
  22. Quote:
    Originally Posted by SmegHead View Post
    I noticed something else as i looked to see if they moved the dummies. There is a shooting range with targets that you can click on as a target. Thing is you cant actually attack them. Is that new? Never noticed it before.
    not new
  23. Lemur Lad

    The Blue Walls

    Quote:
    Originally Posted by Kitsune Knight View Post
    Those are the War Walls. The very original War Walls were built by the Rikti as a means of limiting the movement of Heroes attempting to fight them off, solidifying their control of a region. The current ones are there to make it harder for the Rikti to invade a zone, as well as contain other threats.

    The RI doesn't have them due to likely being much less of a major target during the original Rikti Invasion- or maybe because Lord Recluse has made dealings with the Rikti.
    Quote:
    Originally Posted by Kitsune Knight View Post
    I'm not sure if they were called 'War Walls', but the Rikti did build walls around the different neighborhoods. Whether Paragon later converted those to what we have today, or bulldozed them and built the new ones I wasn't sure about, so I purposely worded my post in a vague way that I could go either way and still look like I got half a clue what I'm talking about
    You should really go find a source for that, because nothing I've ever read even hinted that the Rikti built the walls, both sides did. They had hidden bases and site to site teleportation that meant the humans were the ones on the defensive, not them.

    http://www.cityofheroes.com/game_inf..._invasion.html
  24. Too bad I'm not at home this evening, or I'd swing by. Have fun guys.